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A database problem???

Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
11-12-2006 16:15
Not for sure if this is isolated to only happening in beta.

I was playing with llVolumeDetect. and used following script:

CODE

default {
state_entry() {
llVolumeDetect(TRUE);
}
collision_start(integer num_detected) {
llSay(0, llDetectedName(0) + " collided with me!");
}
collision_end(integer num_detected) {
llSay(0, llDetectedName(0) + " stopped colliding with me!");
}
}


But then took and changed the script to use an if conditional statement:

CODE

list permitted = ["Jesse Barnett"];

default {
state_entry(){
llVolumeDetect(TRUE);
}
collision_start(integer num_detected){
list detected = [llDetectedName(0)];
if(llListFindList(permitted, detected) == -1){
llSay(0, llDetectedName(0) + " you are not on list");
}
}
}


From then on it would not work correctly. Any contact with the cube would casue the script to fire continously in a loop. Created other cubes and new scripts and pasted in even the original top script and still the same result. An infinite loop. Gearsawe was around and he also tried multiple times and always the same.

He went and tried it on main grid and I tried both scripts in Morris. IN all cases the scripts worked fine, BUT STILL WILL NOT IN MILOTEST Island. Very strange, somehow the server became corrupted on just that one function. Have had the same thing happen in the past with other functions or scripts and a server reset fixes it. Haven't tried it there though because it is bug reported and hopefully a bug hunter will try it before the island is reset.

I ran into a similar situation with another script involving phsyics a few times. The vehicle would "bounce" instead of going where it was supposed to. Wasted 10+ hours debugging, trying different things to find that it wokrs fine in main grid or in a different region in beta. Extremely frustrating. O well, on with testing.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Errafel Eccleston
Has no Custom Title
Join date: 27 Nov 2005
Posts: 105
11-12-2006 23:58
Seems to be back in order now.

I did some llVD tests again. Check out milotest at 4, 187.

SL Main:
Linked items: end/start fired on click
Unlinked: No end/start fired

SL Beta
Lnked items: end/start fired on click
Unlinked: No end/start fired unless you click quickly, then it does.

There are two setups, one with the volumedetect as a child of the clicking cube, and one with the volumedetect as the parent, and the unlinked cube sits between
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
11-13-2006 09:36
There was just something wrong with Milo Test Island. After the sim was rebooted everything worked out fine. Have know idea what casued the problem nor have been able to make the sim ack up like this again. Sometimes computers just need to be kicked or hit with a hammer.
Kalel Venkman
Citizen
Join date: 10 Mar 2006
Posts: 587
Term definition
11-13-2006 11:40
From: Gearsawe Stonecutter
There was just something wrong with Milo Test Island. After the sim was rebooted everything worked out fine. Have know idea what casued the problem nor have been able to make the sim ack up like this again. Sometimes computers just need to be kicked or hit with a hammer.



I believe the technical terminology for that is "percussive maintenance".